NOT COMPLETE. I'll finish this up when I have the time. The general pattern here is that secondary objectives simply don't matter at all either by poor placement or lack of gameplay relevancy.
What's the most important thing to you in a PvE mission?
Will anybody be surprised if I say good gameplay is the most important thing to me? Having two dozen different variety of bot vehicles to fight against isn't relevant at all when they all follow the same pathings and behave exactly the same way, the variety is flat out unnoticeable when the gameplay is simply about getting from point A to point B and shooting at everything in my way.
Achievements are pointless when they have zero effect on gameplay and don't make it any more fun (challenge runs are far more fun while not having any actual achievements tied to them). None of that pride and accomplishment garbage work on me, don't even try.
What's your favorite mission objective preference in PvE?
The more complex the objectives, the better. Objectives that require people to split up and operate independently (ie. multiple attack/defense areas) are among my favorites, throw them all in. More experienced players will have noticed that challenging content such as spec ops and heroics already require such strategies such as rushing to advanced positions far away from the immediate primary objectives, even though there are no scripted objectives requiring players to split up.
Just leave all the escort stuff out of it. AI in the game is dumb, the two best ways to handle escort objectives is to either get the AI stuck so they can't move or rush far ahead of them to remove all possible threats. One is flat out intentionally breaking the game, the other is just a speed and DPM race. Not. Fun.
How difficult do you like your PvE? Because normal PvE is the most played mode in the game, it has to appeal to the widest audience (read: terrible unskilled players) while not being boring to more skilled and experienced players.
A good difficulty point would be "barely soloable" where one player can just barely carry the match alone with great difficulty, the addition of other players will naturally make it easier.
Players have been long begging for the option to play PvE missions without the requirement for a full team (random or not). Give players the option to play missions with incomplete teams, such as undersized platoons or even solo. This will solve the majority of difficulty issues almost instantly, by allowing players to choose how challenging they want their PvE experience to be.
A decently designed map actually, but fairly sensitive to inexperienced players who don't know the objectives and positioning.
-decent usefulness for both squishy and non-squishy vehicles.
-good use of map size, objectives are sufficiently far away from each other to encourage movement.
-limited randomization of objective sequence keeps the mission mildly interesting for replayability.
-"Destroy the Command Center" objective is very vulnerable to inexperienced players completing it too early, leading to insufficient time to prepare for the final defense objective.
-good placement for secondary objectives on the runway, further encouraging movement into meaningful map areas. Otherwise meaningless.
Extremely simple straightforward mission, nothing much to say about it. Boring I suppose.
-favors non-squishy vehicles more due to generally short range engagements, insufficient open sight lines.
-single primary objective to capture, no thinking required.
-poor secondary objectives placement, encourages movement to irrelevant map locations.
Also straightforward, with the twist that delayed northern bot spawns will catch anybody in that part of the map off-guard.
-favors non-squishy vehicles due to the corridor map design, but has some map positions viable for squishies.
-bot spawns in the northern part of the map (in the railyard) can and do spawn on top of inexperienced players, with no indication or warning for players to avoid the areas.
-single capture-type primary objective, meh.
-inconveniently placed secondary objectives.
Straightforward, but offers viability to both squishy and non-squishy vehicles alike.
-good map positions for both squishies and non-squishies, though some skill is required to make most positions work due to the semi-corridor map layout.
-single capture-type primary objective, but takes sufficient time and effort to travel there. Decently challenging.
-secondary objective THAT ACTUALLY MATTERS, completing the objective will extend the game timer by 3 minutes. This is very useful if the team is lacking in damage output and requires extra time to complete the primary objective.
Short and boring map, but viable to both squishies and non-squishies nonetheless.
-wide open map suitable for both vision control and brawling.
-single capture-type primary objective, boring. I'm seeing a trend here.
-irrelevant secondary objectives.